Comentarios

Comentario de 2OfDiamonds

One would assume that Riptide gets an additional tick 2 additional ticks of (naked) 'Heals 334 every 3 seconds' and that a chain heal cast would increase the heal by that amount.

Because of this, the window in which you can cast chain heal has been increased to 18 21 seconds, casting one right away is not always needed, this gives the same hot, just one two extra ticks, extra healing for no cost is never a bad thing. ;)

*edit* as pointed out below, 2 extra ticks.

Comentario de Robula

This has now been increased to 6seconds (up from 3). This is a total of 2 extra ticks.

Comentario de Carighan

This glyph can be useful, but it needs a situation in which you need Riptides "at the ready" on tactical raid members.

WIthout the glyph you can only have 3 Riptides up at the same time and still feasibly cast CH to exploit the oldest's synergy-bonus.With the glyph, you can have 4 up.

It depends on your healsetup. If you are often raidhealing and you know your game, cycling 3-4 Riptides in the raid and continuously synergizing CH on the oldest one can be highly powerful.

In practice, it's far from easy to do that, especially since in most fights not everyone is taking damage the exact same rate, or gathered in one big pack.

Comentario de Kaliara

I took Glyph of Healing Wave as I often forget to heal myself while looking at everyone else's bars. Unfortunately that only works from effective healing, and with a few gear upgrades it's rare that I'm in a situation where I'm casting big Healing Waves. I think I'll switch to this one because I'm regularly using Riptide as a top-up between pulls. I toss it on myself when I'm taking damage, on warlocks when they're life tapping. With a couple of extra ticks, it seems like it will be a nice 'fire and forget' heal. If anyone has any experience with it yet, I'd be interesting in hearing your views.

Edit: Glyph of Healing Wave does work for ineffective healing now, but I think I'll stick with this one. Riptide is always top of my healing, it's almost never off CD. Coupled with the Draenei racial, it's plenty of healing to top myself up without sacrificing my healing on other targets.

Comentario de realillusion

So many misconceptions. First of all, there is no way you saw a 700 hps increase because of this glyph (though your hps may have gone up that much). For easy numbers, pretend your riptide ticks for 600 every 3 seconds and has a 6s cooldown. This glyph makes your riptide heal for 1200 more, but it is still only cast every 6 seconds, so assuming you somehow get full ticks out of your hot (you are a magician), you are seeing at most 200 hps increase in this scenario. To see 700 hps, your riptides would have to tick for 2100 healing every 3 seconds.

Secondly, rolling riptide on 4 targets through 10man naxx for the potential hps increase if you choose to chain heal one of them is terrible. If your 10man group is clustered enough for CH, you probably shouldn't be using riptide at all except as an emergency heal or if the damage is predictable, allowing you to get large CH off. So, basically, you've described loatheb only.

Comentario de Carighan

Nah.

Take Ignis for example.Due to the predictable nature of Flame Jets it is very much possible to have 3 Riptides in the raid by the time you land after it hitting, 4 if you have godlike timing (plus then you'd need ot use them in a specific sequence, let's ignore that for the moment).

Then you can use 3 boosted chain heals from there, where you could only use 2 (3 on paper but unrealistic) without the Glyph.

Comentario de Celeborn

This is a decent glyph for PvE. While our riptide should always be rolling on the MT, it's become a standard practice to cast riptide on cooldown to keep Tidal Waves. Having 3-4 players with an extended HoT can be a reasonable boost in hps, especially on fights like Hodir and Ignis where it's common that several players are taking damage at the same time. Riptide is easily my 2nd most used spell through Ulduar behind LHW -- why not have those additional ticks going on dps while we're casting some hasty LHW's.

Comentario de jsenk

With the two piece set bonus of the new T9 gear, this glyph is a bit more attractive. The set bonus causes your Riptide to heal for 20% more. With this glyph it could be a great heal to throw out on the raid or anyone healing the MT.

If you add the two piece set bonus for T8 which lowers your riptide CD by once second, combined with the two piece set bonus of T9, which ups the healing of Riptide by 20%, and this glyph which extends Riptide by 6 seconds. Riptide suddenly becomes quite a powerful spell.

Comentario de vackerflickor

since i plan on casting chain heal more than once every 21 seconds, and it says it consumes the hot, isnt this glyph useless? Excuse me if im retarded

Comentario de vackerflickor

Damn this stuff can be confusing...I hope they make cata so things are clearer, like in classic

Comentario de ShirouChan

Oh how much i wish this glyph would be upgraded to somthing like "increses the duration of your riptide by 6 sec and chain heal no longer consumes the riptide effect" so it would be very similar to the old flameshock glyph or warlock's conflagrate glyph.

Comentario de Aaro

two extra ticks, extra healing for no cost is never a bad thing. ;)

There *is* a cost, quite a significant one; a single Major Glyph slot.

Don't rate me down unless there's a reason. A Major Glyph slot, especially considering the other great healing glyphs Shaman have, is very valuable, and placing any major glyph instead of another has two costs. A) The potential buffs/improvements to your HPS you lost out on by not choosing another glyph. B) The cost of replacing an existing glyph with this one, or replacing this with a different glyph.

Comentario de Mutantgerbil00

In case anyone was wondering, the ticks heal for the same amount as they would without the glyph, thus your Riptide ultimately heals for more with this glyph.

Comentario de sztwolf

personally it is still up to your style because Riptide does not only effect chain heals it also effects every other healing spells.

Singe target damage:You will probably do riptide + greater healing wave x 2 rotation. So you will refresh riptide every 6 seconds so this glyph is a waste of space.

All in all this glyph is a waste of space. I would even pick earthliving one instead of this.

Comentario de shinazueli

Updating this for 4.2 : if there was any further doubt : GET THIS GLYPH. The new 4.2 tier 12 set bonuses almost requires it unless you don't like mana and don't like chain heal. And for the poster's above, chain heal only consumes the RT if it's cast on the target with RT. If it consumes the RT in this manner, it will buff all subsequent bounces as well. With the new 4p set bonus, it won't even consume RT while getting this buff. And with any luck, blizz will throw us a bone and give us a new glyph when we get t13 so we don't have to give up that tasty buff. And UE only buffs the direct portion of RT, not the hot portion, in any way. It's a complete waste to use UE+RT. Only use UE when you are moving, and/or you know there's a big hit coming on the tank or the raid. Then cast GHW or CH, as appropriate. None of the other spells are large enough to justify the loss of the GCD.

Comentario de iamleejn

So this glyph will make riptide spammable.Chain heal will no longer consume riptide in MoP.Resto shamans will be even crazier raid healers in MoP!

Comentario de PriestessAur

In Mists of Pandaria this glyph has changed.

OLD: Glyph of Riptide - Increases the duration of Riptide by 40%.

NEW: Glyph of Riptide - Removes the cooldown of Riptide, but reduces the initial direct healing by 90%.

Comentario de Kenyon

This glyph now takes away most of the initial heal...but lets you spam Riptide since it takes away the cooldown.

Noxxic does not currently recommend this glyph, but I'm going to try it out and see how I like it. Having Riptide rolling on people and being able to predict incoming damage sounds great to me-- Plus Chain Heal heals more on the initial target, which is nice, and Glyph of Chaining lets your Chain Heal jump 100% further, which means all "charges" on it will hopefully get used.

It's pretty optional on if you use it or not, but since I already have this glyph I thought it'd be worth a go. The initial heal on my weaksauce just-dinged shaman (I didn't look at my raid-geared shaman yet) is less than 7k, so the heal will be really, really weak initially, but the same HoT healing will be going on, and I don't have to wait six seconds to put it on someone else.